[ADDED!] Multiple party hunting suggestion
Posted 2021-07-26 22:01:20
This concept would be a welcomed addition from me! My pack is at 25 adults and when winter rolls around or I have in-training hunters (like I do now) I have very little success from both my hunting teams and therefore have a really hard time catching or even obtaining food. I think having a mechanic like this would be wonderful so everyone could have an extra chance at getting food and their wolves can hunt/gain exp more often! |
InvaderStupid #16825 |
Posted 2021-07-28 17:00:38
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Shiantara #24747 |
Posted 2021-08-25 00:41:06
Realistically, that number shrinks down to ~20 but only if your life allows you to check the site frequently. If you're at work, or at school, or somewhere else where you can't (or are not allowed to) use the internet? Maybe you're lucky if you can send out 10 parties total per day. And even then hunts can still fail and our wolves bring no food home. So what then? Buy extra food to sustain a large pack? Only rolling over in spring and summer when hunting success rates are higher? Get rid of wolves to maintain a smaller pack? In which case I'm wondering why we are even allowed to own up to 200 wolves if sustaining them on our own gets nearly impossible. It makes no sense that packs with 100+ wolves can only send out one hunting party at a time to bring back food. So yeah, it would be really nice if we had the ability to send out multiple hunting parties, depending on how many territory slots we have unlocked. |
Potema #2196 |
Posted 2021-08-28 09:40:04 (edited)
I would very much appreciate the ability to send mutiple hunts at once not only for the reason of more wolves=harder to feed on 1-2 teams rotating through the day but I would like more of my wolves to be useful. I dont much enjoy having wolves sitting around doing nothing and not levelling stats so if I could say rotate 3-4 teams of 5 wolves that mean I have so many more jobs for my kids to level in! It also means in winter large packs are less likely to straight up starve since hunts are much harder and give me and incentive to get and spend more Gc... Currently I have 0 intention of going over say 60 slots MAX probably lower tbh just because I cant feed them all but if we had more hunt slots and the ability to create 8+ teams we can actually USE realistically in a day I would gladly start considering buying and using more Gc for den slots in the future. Note: I dont think this should be a paid on it's own feature, it should be tied to den slots just because we are already forking over a huge sum for the den slots anyway. |
Aavinox / Roamingtundra #13656 |
Posted 2021-09-01 00:42:24
I don't know if it should be GC restricted, though. 10gc is a lot for only one extra hunting party. |
Moo #46059 |
Posted 2021-09-01 00:46:31 (edited)
Speaking as someone who has so far paid for cosmetics, because I do think that's at least fair w/ all the work that went into the game, I'd just flat out halt any further spending and leave the site if that kind of craven cash grab entered into the picture. FA/PA is bad enough. |
DogBlud #24586 |
Posted 2021-09-02 10:26:08
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Snowcat13 🌞 #3716 |
Posted 2021-09-04 12:53:55
I really like the adding ability to send more hunts based on territory size, however I feel like you should only be able to upgrade to 2 hunts at a time. That already double the amount of hunts possible, which is a huge increase, and I feel anything more than that would give too much power to the richer players. If it was just the extra food it wouldn't be a huge deal, but the ability to train 6 or 8 hunting parties at once gives an insane, exponential advantage to people who are able to pour hundreds of thousands of sc into territory. One extra is doable, and something the average player is capable of working towards, but even so a sudden jump from realistically 20-30 to 40-60 hunts is a little bit much. I think it'd be best if there was a way to modulate and balance these numbers and create a slower progression, unfortunately thats not easy with the current set up. Alternately one option (with its own cons) would be to rework hunting so that you can send out up to 4 hunting parties at a time(based on the the number of areas available to hunt), however you are limited to a number of hunting parties you can have based on your territory size, all with their limited 10 hunts a day. That way you can increment the number of hunts a player can take more slowly over time, without giving high profit players exponential gains. I would also add in this system that wolves can only hunt on unoccupied spaces, meaning that the stalker for each group would need to find a scent on an unoccupied space to actually proceed with the hunt, which also adds more strategy in which hunts you set first. for example: 1-15 territory: 1 hunting party, 10 hunts per day, 1 at a time 15-30 territory: 2 hunting parties, 20 hunts per day, up to 2 at a time 30-50 territory: 3 hunting parties, 30 hunts per day, up to 3 at a time 50-70 territory: 4 hunting parties, 40 hunts per day, up to 4 at a time 70-100 territory: 5 hunting parties, 50 hunts per day, up to 4 at a time 100-150 territory: 6 hunting parties, 60 hunts per day, up to 4 at a time 150-199 territory: 7 hunting parties, 70 hunts per day, up to 4 at a time 200 territory: 8 hunting parties, 80 hunts per day, up to 4 at a time Obviously in this mockup there are still players with 80 hunts, however the progression is much more linear, and all territory size packs over 15 share the bonus of sending multiple simultaneous hunts. the high territory players who have to rely on their 4 hunting slots will also have the added nerf of requiring a set of really strong stalkers, and an amount of luck to actually be able to use all of their hunts. There's also a lot of room for fenagling and balance in this model, maybe the max hunting parties is 6, or even just 4, or the amount of possible hunts at a time is shifted down a bit or put in between different milestones to add more intermittent rewards. There are lots of different ways this could be set up for optimal progression patterns! 1-15 territory: 1 hunting party, 10 hunts per day, 1 at a time 15-20 territory: 2 hunting parties, 20 hunts per day, up to 1 at a time 20-30 territory: 2 hunting parties, 20 hunts per day, up to 2 at a time 30-40 territory: 3 hunting parties, 30 hunts per day, up to 2 at a time 40-50 territory: 3 hunting parties, 30 hunts per day, up to 3 at a time 50-60 territory: 4 hunting parties, 40 hunts per day, up to 3 at a time 70-90 territory: 5 hunting parties, 50 hunts per day, up to 3 at a time 90-110 territory: 5 hunting parties, 50 hunts per day, up to 4 at a time (could cap progression off here maybe) 110-150 territory: 6 hunting parties, 60 hunts per day, up to 4 at a time 150-199 territory: 7 hunting parties, 70 hunts per day, up to 4 at a time 200 territory: 8 hunting parties, 80 hunts per day, up to 4 at a time Some cons: -This setup might affect players who have less conventional setups for their pack based on the current system. IE lore players with a bunch of hunting parties. -It requires a rehaul of our current hunting system, therefore coding -The final balancing setup would be best to figure out before implementation, since taking away goalposts users have already achieved would cause issues. This means no real playtesting, or way to feel out how the numbers work in the actual environment of wolveden, which means a lot of guessing -Big effect on the stat and wolf market, (people want more wolves, people have space for more wolves, but also more wolves get stats fast) this can be seen as a pro or a con, but it is also a truth to all other iterations of the territory->hunts idea. The main point of my idea is to reverse the difficulty curve presented by this thread. Larger packs need a better means of getting food and training their wolves, that is true, but we need to not make larger packs overpowered as a result, instead its better to give a steady, achievable set of goalposts for all players, which promote growth rather than require it to exist. |
SyntheticHumor🍁TaNOOKi #872 |
Posted 2021-09-04 13:36:55
Either way, I've had the problem where I've had to get rid of wolves I can support because there's nothing for them to do. At all. They mostly just become pupsitters and backups for whenever a hunter in the main parties kicks the bucket or gets shuffled out of rotation to go play mentor. I would much rather be able to level the wolves I want to keep rather than just have them take up space waiting for another wolf to die. |
DogBlud #24586 |
Posted 2021-09-04 15:16:58
15 Hunter 2 Scouts 1 Herbalist 15 Pupsitters 5 mentors 7 moving spaces Of course, if your hunters/scouts aren't females with similar heat times or you aren't an avid breeder you might not need this many pupsitters(Personally I typically have around 18 for only my 10 hunters, and sometimes still struggle to keep all of my pups at 100 in winter). And if you have a lot of highstat wolves in different roles 5 mentors might be overkill. However, I also believe that there will be more roles to come eventually, I'm guessing one more stat-developing role, which would add more for those players. And of course, if its still not quite right its just a case of working with those numbers to make them more fair. The goal here is to keep pace with a packs progression. I think its important that the ratio of hunters to supportable wolves leaves a pack with enough possible hunts to support their maximum on an average summer day, gives a little bit extra in spring, and gives a bit less than needed in winter. if a pack with the territory for 20 wolves has 3 parties of hunters who can get 10 hunts in, without the restriction of time since they can have 3 at a time, and they succeed 50% in large trails and get 15 bison carcasses a day than that is a bit of an issue for the food market. Now if a pack has worked for the SC to get that 3 hunting parties, but still chooses to only have 20 wolves in a territory capable of housing 40, then it is a matter of choice and restraint that the player only has that many wolves, not circumstance. They had to work to the point where they can make the SB from those extra carcasses, and also have the resolve to keep only that many wolves to keep up their profits. This is much different from a new player coming in an just immediately catching more food than they could ever eat without having to save up to work towards that point. Obviously a new player wont have amazing hunters immediately, but they'll still get far more than they should, throwing off the games balance. It is also worth noting that the prices of territory slots isn't too high for the first 25 or so slots, especially when you consider how much more sc you get from quests now, and it'd be easy for a player to get there in their first month of player. Now don't get me wrong, I also get frustrated by not being able to train all of my wolves, but I'm pretty sure this is the case intentionally, were supposed to be limited on how many wolves a player can potentially turn into record breaking monsters in a short amount of time. The more limitation on that, the safer the market is, and the easier it is for newer players to get into it. Rather than making stat training easier I think we'd have to explore other options around making pupsitters/"idle" wolves more worthwhile to work with to solve the problem you're describing, rather than grouping it in with the hunting situation, but that's a discussion for another thread. If everyone was able to send out as many hunting parties as they'd like from the getgo so much of the games challenge is lost. Plus logic/nitpicking wise it doesn't really make sense to me that a pack would be able to send out more hunters than they have space to hunt in. |
SyntheticHumor🍁TaNOOKi #872 |